Add some physics handling
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@ -2,8 +2,10 @@ import { ContextI } from "../ContextI"
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import { segments } from "../shared/segments"
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import { StateI } from "./StateI"
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import * as PIXI from 'pixi.js'
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import * as planck from 'planck'
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import { DecorationInstance } from "../shared/decors"
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import { SpriteInstance } from "../shared/sprites"
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import { SpriteInstance, sprites } from "../shared/sprites"
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import { ShapeCircle, ShapePoints } from "../data/sprite"
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interface Action {
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type: string
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@ -12,6 +14,11 @@ interface Action {
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class Entity {
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sprite: SpriteInstance
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body?: planck.Body
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velocity: [number, number] = [0, 0]
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acceleration: number = 0.5
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maxSpeed: number = 4
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direction: number = 0
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constructor(ctor: string) {
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this.sprite = new SpriteInstance(ctor)
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@ -21,17 +28,52 @@ class Entity {
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// TODO: Update sprite.
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}
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get position(): [number, number] {
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if (this.body) {
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let p = this.body.getPosition()
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return [p.x, p.y]
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}
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return [this.sprite.container.x, this.sprite.container.y]
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}
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get x(): number {
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if (this.body) {
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let p = this.body.getPosition()
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return p.x
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}
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return this.sprite.container.x
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}
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set x(v: number) {
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this.sprite.container.x = v
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if (this.body) {
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let p = this.body.getPosition()
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this.body.setPosition(
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planck.Vec2(
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v,
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p.y,
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)
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)
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} else {
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this.sprite.container.y = v
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}
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}
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get y(): number {
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if (this.body) {
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let p = this.body.getPosition()
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return p.y
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}
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return this.sprite.container.y
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}
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set y(v: number) {
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this.sprite.container.y = v
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if (this.body) {
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let p = this.body.getPosition()
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this.body.setPosition(
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planck.Vec2(
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p.x,
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v,
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)
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)
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} else {
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this.sprite.container.y = v
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}
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}
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}
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@ -39,9 +81,6 @@ class PlayerEntity extends Entity {
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action?: Action
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constructor(ctor: string) {
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super(ctor)
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this.x = 100
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this.y = 100
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// TODO: Hooks for key state check input, perhaps?
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}
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act(actions: Action[]) {
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this.action = actions.sort((a, b) => {
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@ -59,19 +98,33 @@ class PlayerEntity extends Entity {
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// FIXME: Use physics.
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switch(this.action.type) {
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case 'west':
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this.x--
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if (this.velocity[0] > -this.maxSpeed) {
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this.velocity[0] -= this.acceleration
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}
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break
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case 'east':
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this.x++
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if (this.velocity[0] < this.maxSpeed) {
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this.velocity[0] += this.acceleration
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}
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break
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case 'north':
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this.y--
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if (this.velocity[1] > -this.maxSpeed) {
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this.velocity[1] -= this.acceleration
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}
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break
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case 'south':
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this.y++
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if (this.velocity[1] < this.maxSpeed) {
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this.velocity[1] += this.acceleration
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}
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break
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}
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}
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//
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this.velocity[0] *= 0.5
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this.velocity[1] *= 0.5
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// Eh... let's manually handle velocity
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this.body?.setLinearVelocity(planck.Vec2(this.velocity[0], this.velocity[1]))
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}
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}
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function isPlayerEntity(o: any): o is PlayerEntity {
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@ -79,6 +132,9 @@ function isPlayerEntity(o: any): o is PlayerEntity {
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}
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export function GameState(ctx: ContextI): StateI {
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let world: planck.World = planck.World({
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gravity: planck.Vec2(0, 0),
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})
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let rootContainer = new PIXI.Container()
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let decorations: DecorationInstance[] = []
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@ -102,17 +158,26 @@ export function GameState(ctx: ContextI): StateI {
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di.elapsed = d.timeOffset
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di.container.x = d.x
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di.container.y = d.y
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if (d.rotation !== 0) {
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di.container.angle = d.rotation
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}
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if (d.flip) {
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di.container.pivot.y = 1
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di.container.scale.y *= -1
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di.container.position.y--
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if (d.rotation === 0) {
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di.container.position.y--
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}
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}
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if (d.mirror) {
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di.container.pivot.x = 1
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di.container.scale.x *= -1
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di.container.position.x--
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if (d.rotation !== 0) {
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di.container.angle = -d.rotation
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di.container.position.x++
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di.container.position.y--
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}
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}
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container.addChild(di.container)
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decorations.push(di)
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}
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@ -121,7 +186,8 @@ export function GameState(ctx: ContextI): StateI {
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}
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// Add bogus entity
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addEntity(new PlayerEntity('animals.deer.animal.west.0'))
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//addEntity(new PlayerEntity('animals.deer.animal.west.0'), 0, 0)
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addEntity(new PlayerEntity('bogus-arrows.player.normal.e.0'), 0, 0)
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ctx.app.stage.addChild(rootContainer)
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}
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@ -132,7 +198,15 @@ export function GameState(ctx: ContextI): StateI {
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}
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ctx.app.stage.removeChild(rootContainer)
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}
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let elapsed: number = 0
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let update = (delta: number) => {
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elapsed += delta
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// Run world sim.
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while (elapsed >= 1/60) {
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world.step(1/60)
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elapsed -= 1/60
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}
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// Update/render.
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for (let decoration of decorations) {
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decoration.update(delta)
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}
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@ -144,17 +218,50 @@ export function GameState(ctx: ContextI): StateI {
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rootContainer.pivot.set(Math.max(rootContainer.width/6, Math.min(entity.x, rootContainer.width/3)), Math.max(rootContainer.height/6, Math.min(entity.y, rootContainer.height/3)))
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}
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entity.update(delta)
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// I guess...
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entity.sprite.container.x = entity.x
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entity.sprite.container.y = entity.y
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}
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}
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let addEntity = (entity: Entity) => {
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let addEntity = (entity: Entity, x: number, y: number) => {
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if (entities.find(v=>v===entity)) return
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entities.push(entity)
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rootContainer.addChild(entity.sprite.container)
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// I guess this is a fair enough place to create physics and add it to the entity.
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let spriteShape = entity.sprite.getBodyShape()
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if (spriteShape) {
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let shape: planck.Shape|undefined
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if (spriteShape instanceof ShapeCircle) {
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shape = planck.Circle(planck.Vec2(spriteShape.x, spriteShape.y), spriteShape.radius)
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} else if (spriteShape instanceof ShapePoints) {
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shape = planck.Polygon(spriteShape.points.map(v=>planck.Vec2(v[0], v[1])))
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}
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if (shape !== undefined) {
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let body = world.createDynamicBody({
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position: planck.Vec2(entity.x, entity.y),
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fixedRotation: true,
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})
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let fixture = body.createFixture({
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shape,
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density: 1,
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friction: 0.9,
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restitution: 0.05,
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})
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entity.body = body
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body.setUserData(entity)
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}
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}
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entity.x = x
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entity.y = y
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}
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let removeEntity = (entity: Entity) => {
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entities = entities.filter(v=>v!==entity)
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rootContainer.removeChild(entity.sprite.container)
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if (entity.body) {
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world.destroyBody(entity.body)
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entity.body = undefined
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}
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}
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let desiredActions: Action[] = []
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